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Skyrim Revisited Pre-Release Feedback


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There's also an ESM too, right?

 

I guess I also have several others for other mods (ETaC, Inconsequential NPCs, etc.) , which , though they are merged, still have to be maintained.

 

Admittedly, this is not the end of the world if RS really is much better - something I am a bit ambivalent about.

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All,

 

Still unsure how to resolve the Vivid Landscapes 2.8 issue. Obviously remaining on 2.7 for the guide isn't good in the long term. Need to decide if deleting individual files or going back to component mods is a better option.

 

Looks like XPMSE now exclusively uses Race Menu for setting quiver positions according to this note:

 

 

How XPMSE2 handles quivers for arrows and bolts have gotten some major overhault, don't modify quiver position in nifskope manually, it will mess up stuff for non-player characters, use the XPMSE2 RaceMenu Plugin quiver style slider to modify them for your Player Character. NPCs are not able to get their quiver style changed from default even with RaceMenu, this is a needed restriction to fix several bugs. Until FNIS supports alternate animations for draw and sheath animation, bare with it that the NPCs use the Frostfall quiver animations when having the quiver in default position and other animation related annoying stuff till 2.6 arrives with all it animation related NPC fixes.

Therefore more mismatching animations until the next version... on the plus side its one less ESP file.

 

Lastly I'm hoping to find time to test DynLOD/TES5LODGen at some point for SR:LE... too little time.

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Tried to see if I could run Perkus Maximus on my modded setup. Of course that thing has all the instructions based on LOOT rather than BOSS so that left me stumped.

 

Are there any plans to integrate this at any point or has anyone managed to work out a BOSS load order for it?

 

It's always struck me as kinda strange that SR:LE uses the "Obsolete" load-order software as opposed to LOOT, especially as Mod Organizer has it integrated into its own system.

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All,

 

Still unsure how to resolve the Vivid Landscapes 2.8 issue. Obviously remaining on 2.7 for the guide isn't good in the long term. Need to decide if deleting individual files or going back to component mods is a better option.

 

Hi Neo,

 

I admit that I have been a bit behind on following up, but what seems to be the problem with VL 2.8? Is it a terrain parallax issue?

 

Thanks

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All,

 

Still unsure how to resolve the Vivid Landscapes 2.8 issue. Obviously remaining on 2.7 for the guide isn't good in the long term. Need to decide if deleting individual files or going back to component mods is a better option.

 

 

Yeah - is it possible to move a better tundra texture mod lower in the MO order? I haven't looked. (Are there any good tundra mods?) Having many deletes to remove the offending bits will be tedious if he updates often so separate mods might be way to go - but I vaguely recall he has not been updating the component mods with some of his updates which might mean using the all in one but removing the ugly tundra bits might be the only way to go...

 

Could you PM him and ask him to put up a version w/o the tundra? Given the number of people using your guide he might be willing to if asked nicely...

 

I wonder if it is an ENB caused issue.

 

Speaking of which - have you looked at T.A.Z ENB - a YouTube of it looked nice, but YouTube often doesn't treat ENBs well, I guess it's rendering process distorts them, and in any case Vividian is looking really nice - though I have been thinking I might like interiors and dungeons a tad brighter - maybe it would be less realistic but being able to see details better might be worth it.

 

Looks like XPMSE now exclusively uses Race Menu for setting quiver positions according to this note:

 

 

 

Therefore more mismatching animations until the next version... on the plus side its one less ESP file.

 

Lastly I'm hoping to find time to test DynLOD/TES5LODGen at some point for SR:LE... too little time.

Thanks for looking at this. It looks useful (especially for those of us reluctant to crank up ugrids) but just reading the descriptions hurts my brain.

 

On hairs - I see there is now an ApachiiChopped ( https://www.nexusmods.com/skyrim/mods/63428/?) which removes the lore unfriendly hair from that pack. This might be an interesting way to go - adding more hair varieties without some of the more excessive ones. Still, an HDT PE hair might be nice - too bad there don't seem to be many that use the latest version.

Edited by statmonster
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Hazelwolf - look a few threads down in the forum for the PERMA + SRLE thread. It has 7 pages of discussion which should get you started. You will have to create some BUM rules.

Ta muchly. I noticed that after I posted making that part of my post redundant. My bad :/

 

Still, just curious, could anyone provide a clear answer why BOSS is still used as opposed to LOOT?

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